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Indie Nation: AaaaaAAaaaAAAaaAAAAaAAAAA!!! photo

"Indie Nation" highlights interesting games from the independent scene. Series installments are written pretty much whenever we feel like it.

I've tried to start this post about a dozen times, forever attempting to write an opening sentence that begins with, "imagine a game where..." before descending into confusion and unhelpful metaphors. Maybe this game is like the exact opposite of Jumping Flash, I thought. Perhaps it's a skydiving game mixed with retro, high score-hungry sensibilities. Maybe it's the Battletoads wind tunnel level turned into an entire game, only it's in 3D.

In reality, though,  AaaaaAAaaaAAAaaAAAAaAAAAA!!: A Reckless Disregard for Gravity is none of those things. Or, maybe, all of them. All I can say for sure is that it's a game about jumping off the tops of buildings, falling as close to other buildings as is perilously possible, and flipping off spectators as you plummet to the earth. Oh, and it's quite fun. That, I can say for sure.

It's also got one of the coolest release formats I've seen outside of Mount & Blade. The full game is technically scheduled for a Q3 2009 release, but is available for preorder now. Doing so will not only get you a discount of ten bucks off the eventual $25 launch price, but will also net you a download link for what the developers have humbly dubbed a "pre-release demo."

This "demo" comprises nearly half the full game; thirty of the eventual eighty levels. You can preorder the game here, or hit the jump for my impressions of the demo.

Just in case I hadn't used enough poor analogies before the jump, watching the below gameplay trailer made me think of another. A Reckless Disregard for Gravity is sort of like Burnout: if you're not constantly feeling the anxiety of being an inch away from death, you're not playing it right.

Players earn points by getting dangerously close to buildings, smashing point plates, and flipping off protestors -- all while plummeting to the ground, feet-first. Despite what the immensely fast-paced gameplay might initially lead you to believe, AaaaaAAaaaAAAaaAAAAaAAAAA!! rewards finesse and skill over all else. It's not just about the exhilarating fun of flying to the ground at terminal velocity; it's about looking damn good while you do so. Any schmuck can fall; it takes a skilled player to fall with style

Levels contain multiple routes and allow for multiple scoring strategies, which surprised me quite a bit. You wouldn't expect a game as seemingly linear as this to afford the player as much strategic choice as it does; do you want to go after the point plates and use your triple-shot powerup to double the score you receive from them, or do you want to focus more on hugging the buildings? Which route will you take to get to the end? 

The level design seems pretty solid based on the levels I played, which is a relief. Even though every stage tasks you to basically accomplish the same goals -- fall, score, don't die -- they still feel individually varied enough that I never felt bored. One stage might task you to follow a twisting chain of point plates down to the landing pad, while another might challenge you to fly as close as possible to a mountain for as long as possible before finally deploying your parachute. Some of my favorite levels involve alternately flipping off and giving thumbs-ups to  protestors and fans as you plummet past them.

 

It may not come as much of a surprise given the title, but AaaaaAAaaaAAAaaAAAAaAAAAA!! also possesses a tremendous amount of character. The level descriptions in the main menu tell behind-the-scenes stories of the game's development, or make charmingly unrelated jokes (the description for one unfinished level reads, "people who tell you to press alt+F4 for God mode are assholes"). One level, buyable for 3000 "teeth" (the currency one earns by performing well), unironically functions as a noninteractive meditation aid. A blurry visualization of a typical level appears onscreen as a relaxing voice tells you when to breathe. It adds nothing to the gameplay, and can actually feel like sort of a gyp once you've paid for it. But it's bizarre. It's got personality. It's different.

Analogies aside, maybe those last three sentences are the best way to describe AaaaaAAaaaAAAaaAAAAaAAAAA!!

There's only one thing that really bugs me about AaaaaAAaaaAAAaaAAAAaAAAAA!!, but it's a relatively large thing: the campaign progression. Rather than just unlocking new levels as you complete old ones, you've gotta purchase new levels using the aforementioned "teeth" points. Getting a five-star ranking on a level nets you so many, getting a four-star earns a little less, and so on. In theory, this structure ensures that the player will not progress to new levels until they have learned the necessary skills to achieve high scores in previous stages. In practice, it just made me feel that no matter how well I was doing, I wasn't doing well enough. Though I received four-star rankings on the nearly all of the first twenty levels I played, I was perpetually only a few hundred teeth away from total bankruptcy. I was only barely able to afford new levels, even though the star-based grading system suggested I was actually doing well. 

As such, I didn't get much of a chance to feel the sheer thrill and intensity of some of the better-designed levels as I was constantly worrying about getting a decent star rating. AsI flew through the air with reckless abandon, I couldn't stop myself from worrying if I would get enough teeth to advance to the next level, or if I'd have to spend the next few hours redoing previous stages to get more cash. I would liken this to worrying about one's taxes while driving in a demolition derby. If the game were structured in a more conventional sense (say, where a new level is unlocked so long as the player achieves greater than a 3-star ranking on the preceding level) I think I would have had a much more enjoyable time.

Even with the unfortunate level structure, though, it's still a damn enjoyable, and damn sizable demo. If the above video interests you at all, I'd highly recommend preordering the full thing if only for the 30-level demo.








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19 comments | showing # 1 to 19
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Pyroph's Avatar - Comment posted on 06/30/2009 19:37
Pyroph
AaaaaAAaaaAAAaaAAAAaAAAAA!!
eskimo bob's Avatar - Comment posted on 06/30/2009 19:37
eskimo bob
how long did it take you to correctly spell the title of the game that many times?
DonHonk's Avatar - Comment posted on 06/30/2009 19:38
DonHonk
Seems like a cool game, Hopefully it does well and could make the jump to other platforms like PSP, PSN, XBLA, ETC. Could be a fun game to have on a handheld.
Analoge's Avatar - Comment posted on 06/30/2009 19:45
Analoge
This is right up my alley! Thanks, Anthony. Not to down thinking games, but the best Indie Nations are always the intense, quirky ones.
Intruder's Avatar - Comment posted on 06/30/2009 20:00
Intruder
I've been following this since the project first started. The alpha/demo I played was a lot of fun, and it's good to see AaaaAAa(etc) heading in the right direction.
Intruder's Avatar - Comment posted on 06/30/2009 20:01
Intruder
I've been following this since the project first started. The alpha/demo I played was a lot of fun, and it's good to see AaaaAAa(etc) heading in the right direction.
vexed alex's Avatar - Comment posted on 06/30/2009 20:43
vexed alex
This is the stupidest name for anything ever.
Reginald's Avatar - Comment posted on 06/30/2009 20:52
Reginald
1996 wants its game back.
Intruder's Avatar - Comment posted on 06/30/2009 20:54
Intruder
Wow, lighten up.
Monodi's Avatar - Comment posted on 06/30/2009 21:05
Monodi
...


"Hey Ash watcha playin...?"
Brian Szabelski's Avatar - Comment posted on 06/30/2009 22:06
Brian Szabelski
So, it's like Screwjumper, except not sucky?
Los255's Avatar - Comment posted on 06/30/2009 22:57
Los255
That's a dumb but awesome name.

I like how you compared it to Burnout and it's constant thrills, Ill definitely try it.
TheStripe's Avatar - Comment posted on 07/01/2009 01:10
TheStripe
@Eskimo Bob: copy and paste, dude.

AaaaaAAaaaAAAaaAAAAaAAAAA

See?
KrazyKraut's Avatar - Comment posted on 07/01/2009 02:02
KrazyKraut
Awesome. Just awesome.
eskimo bob's Avatar - Comment posted on 07/01/2009 07:09
eskimo bob
@TheStripe: ah yeah, I thought of that shortly after posting. I promise not to make more comments at 3 am in the future...
Darren Nakamura's Avatar - Comment posted on 07/01/2009 11:07
Darren Nakamura
Looks pretty fun.
RoRoDejobaan's Avatar - Comment posted on 07/01/2009 20:50
RoRoDejobaan
Thanks for all the feedback and comments. The Dejobaan team was very excited about this review and the comments. We actually have a 9-level free demo on the dejobaan website. We are only selling the 30-level pre-release.
alex1314159's Avatar - Comment posted on 07/10/2009 13:56
alex1314159
yeah, this game would be great for downoad on psn

it's pretty funny too
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